pyopengl如何让物体发光
时间: 2023-09-13 11:14:07 浏览: 109
基于pyqt5,pyOpenGL的wifi信号强度三维模型
要让物体发光,需要使用OpenGL中的着色器和纹理。具体步骤如下:
1. 创建一个着色器程序,包括顶点着色器和片段着色器。
2. 在顶点着色器中,将传入的顶点坐标和法向量传递给片段着色器。
3. 在片段着色器中,根据光照计算物体的颜色。此时需要考虑环境光、漫反射光和镜面光。
4. 在计算物体颜色时,加上一个额外的发光值,使物体发光。
5. 将计算出的颜色作为输出值,传递给OpenGL渲染管线。
6. 在渲染管线中,将计算出的颜色与纹理进行混合,最后输出到屏幕上。
下面是一个简单的代码示例:
```python
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
def main():
pygame.init()
display = (800, 600)
pygame.display.set_mode(display, DOUBLEBUF | OPENGL)
gluPerspective(45, (display[0]/display[1]), 0.1, 50.0)
glTranslatef(0.0, 0.0, -5)
# 创建着色器程序
shader_program = compile_shader_program()
glUseProgram(shader_program)
# 加载纹理
texture = load_texture()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
# 绘制物体
glBegin(GL_TRIANGLES)
glTexCoord2f(0.0, 0.0)
glVertex3f(-1.0, -1.0, 0.0)
glTexCoord2f(1.0, 0.0)
glVertex3f(1.0, -1.0, 0.0)
glTexCoord2f(0.5, 1.0)
glVertex3f(0.0, 1.0, 0.0)
glEnd()
pygame.display.flip()
def compile_shader_program():
vertex_shader = """
#version 330
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 frag_pos;
out vec3 frag_normal;
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0);
frag_pos = vec3(model * vec4(position, 1.0));
frag_normal = mat3(transpose(inverse(model))) * normal;
}
"""
fragment_shader = """
#version 330
in vec3 frag_pos;
in vec3 frag_normal;
out vec4 color;
uniform vec3 light_pos;
uniform vec3 light_color;
uniform vec3 object_color;
uniform sampler2D tex;
void main()
{
vec3 ambient = 0.2 * light_color;
vec3 norm = normalize(frag_normal);
vec3 light_dir = normalize(light_pos - frag_pos);
float diff = max(dot(norm, light_dir), 0.0);
vec3 diffuse = diff * light_color;
vec3 view_dir = normalize(-frag_pos);
vec3 reflect_dir = reflect(-light_dir, norm);
float spec = pow(max(dot(view_dir, reflect_dir), 0.0), 32.0);
vec3 specular = spec * light_color;
vec4 tex_color = texture(tex, gl_TexCoord[0].st);
vec3 emit = vec3(1.0, 1.0, 1.0);
vec3 result = (ambient + diffuse + specular) * object_color + emit;
color = vec4(result, 1.0) * tex_color;
}
"""
program = glCreateProgram()
vertex_shader_object = glCreateShader(GL_VERTEX_SHADER)
glShaderSource(vertex_shader_object, vertex_shader)
glCompileShader(vertex_shader_object)
fragment_shader_object = glCreateShader(GL_FRAGMENT_SHADER)
glShaderSource(fragment_shader_object, fragment_shader)
glCompileShader(fragment_shader_object)
glAttachShader(program, vertex_shader_object)
glAttachShader(program, fragment_shader_object)
glLinkProgram(program)
return program
def load_texture():
texture_surface = pygame.image.load("texture.png")
texture_data = pygame.image.tostring(texture_surface, "RGBA", True)
texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texture)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture_surface.get_width(), texture_surface.get_height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
return texture
if __name__ == '__main__':
main()
```
在这个代码中,我们创建了一个简单的三角形,并使用着色器和纹理进行渲染。在片段着色器中,我们加上了一个发光值,使物体发光。你可以根据需要调整发光值的大小。
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